XCOM 2
[DEPRECATED] Rustys Recruits Redux/Allies Unknown Redux BridgeMod
Showing 1-10 of 10 entries
Update: 12 Dec, 2024 @ 2:27pm

Huge update under-the-hood, but little actually changed. I just fixed up a ton of wonky/outdated code to better match newer Highlander updates and took out bits of legacy code from pre-wotc days.

Additionally, I've included on the ReadMe.txt file that is shipped with the mod a list of all the console commands I added and how to use them, if you're curious/happen to need them. Enjoy!

Update: 9 Dec, 2024 @ 2:56pm

Fixed the forceRefreshAlienRecruitsRRSBridge to properly delete the existing recruits from History.

Update: 5 Dec, 2024 @ 12:54pm

I've since figured out what was the issue with AU Aliens saved to the Character Pool not showing up during campaigns. To fix it you must open the character in the Character Pool and uncheck and then recheck the Allowed Soldier box, if the alien has one.

Alternatively, I've added a couple of console commands to manually check that variable for the aliens that don't have the box on their Customize Menu. You can use ListCharPoolAllowedSoldierStatus [TemplateName] to list all characters of that type in the character pool and then CharPoolSetAllowedSoldierToTrue [Soldier Name] to switch to true those that have returned as false in the previous command.

Update: 26 Oct, 2024 @ 5:26am

Small patch because my implementation of the Resistance Cards didn't account for the edge-case of having both of them active at once. Now their effects should be properly cumulative.

Update: 25 Oct, 2024 @ 7:30am

Realised I forgot to port over the To Save Mankind discounts to the new recruit screen. They now work properly.
(as an aside I doubt they worked correctly in the first place, so if you changed your AU config to negative values or something you should probably set them back to the default 0.8 for I and 0.6 for II)

Update: 23 Oct, 2024 @ 8:30am

Oh boy huge update:
I've set up the mod so that it correctly overrides the config values for AU's recruit screen so no new recruits should be generated for it.
I've also added in checks in case your number of recruits is somehow lower than your starting number (eg if you change the config values mid-campaign, after the list has been generated), now the list shall refill itself after a tactical mission.

Update: 4 Oct, 2024 @ 3:04pm

Starting with this update, the recruit list will be ported over from the original one on new saves, so that no character pool characters are lost on the merge. If you had the mod already on the savegame, it's too late I'm sorry :/

This also adds a couple of handy console commands to make testing the new aliens I've been adding less of a headache. If you are one who would use such things check out the DLCinfo uc file for them.

Update: 2 Oct, 2024 @ 3:02am

Fixed a dumb mistake caused by my last update.
Gatecrasher should no longer autofail now.

Update: 23 Sep, 2024 @ 10:06am

Changed the way the mod stops the old recruit manager from recruiting, since the .ini file changes I first used only worked for me because my mod was loaded locally. Hopefully this time it'll actually stop recruiting.

Also added some localization files that were missing.

Update: 22 Sep, 2024 @ 10:10am